using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
 Elis State Table

    when you want to set State ,and the State need StateVector ,StateVector must clear!

            ElisActiveObject obj = collision.gameObject.GetComponent<ElisActiveObject>();
            obj.clearStateVector();
            obj.pushStateVector(1.0f);//object index
            obj.pushStateVector(1.0f);//object maxHoldTime
            obj.pushStateVector(1.0f);//force push Xvolecity
            obj.pushStateVector(1.5f);//force push YVolecity
            obj.setState(State.STATE_DAMAGE);

 
 
 */


public static class ElisStateTable
{
    private static Dictionary<State, string> stateTable;

    public static string getString(State state)
    {
        if (stateTable.ContainsKey(state))
            return stateTable[state];
        return "";
    }
    public static void init()
    {
        stateTable = new Dictionary<State, string>();
        stateTable.Add(State.STATE_STAND, "ElisState_Stand");
        stateTable.Add(State.STATE_ATTACK, "ElisState_Attack");
        stateTable.Add(State.STATE_DAMAGE, "ElisState_Damage");
        stateTable.Add(State.STATE_DASH, "ElisState_Dash");
        stateTable.Add(State.STATE_JUMP, "ElisState_Jump");
        stateTable.Add(State.STATE_MOVE, "ElisState_Move");
        stateTable.Add(State.STATE_SIT, "ElisState_Sit");
        stateTable.Add(State.STATE_JUMP_ATTACK, "ElisState_JumpAttack");
    }


}